X-wing alliance main campaign missions bugged - fix it?
Posted: Sun Sep 13, 2020 5:27 pm
Hi all. I just registered on this forum. First I wanted to express my gratitude for this project.
Second, for the matter at hand: I noticed that many missions in the campaign are more difficult then they were used to back in the days.
There are multiple reasons for this:
1. Firing rate of all starships seems to have improved which means the do more damage per second, and that means key targets may be destroyed sooner than expected. This is especially painful during 'sitting duck missions', when you are supposed to be still in the turret when enemies pound at you wihout mercy.
2. Some missions have incorrect orders or order dependencies for units. This causes some missions to be compleatable only in very specific circumstances, or not at all. In the worst case your allies have orders to destroy targets you disabled for boarding (mission 1b5m7). =_=
3. Rate of fire means also that Proton torpetoes and other missiles are usually shot down before they reach their destinations. I could understand Cargo transport being able to shoot down 2-3 torpedos, but whole 3 volleys of 5 torpedoes coming from 3 starcraft, at once?
4. Some AI behaviour is downright bugged, especially on new PCs. For example in mission 1b1m6 after hypering to regiod 3, your allies, instead of following assigned orders, may immediately try to hyper out which leavers you to deal with second part of the mission yourself (70% for that bug to happen).
5. Due to all of the above some flight groups have become much more dangerous than before - TIE fighters while squishy can pull down shields on X-Wing in seconds. Not that I mind giving more power to those machines...
I am currently working on 'fixing' the camapign missions - removing artificial difficulty spikes due to bugs by e.g.
1). Lowering A.I. of battleships so they don't shoot down every torpedo targeted at them.
2). Changing orders of primary targets - so they don't 'derp' around the battlefield and do something stupid, like withdraw, but proceed to another order in the sequence and continue with the mission.
3). Increasing shields of Primary target vessels, so that they are no shot down immediately due to higher rate of fire.
4). Messing with triggers so e.g. when your enemies defect you can target and destroy them before they destroy first primary target you are supposed to protect.
5). Adding extra enemies with better AI if the mission gets too easy due to changes above.
6). And other similar changes...
The idea is to make missions FAIR again, without losing the challenge, The question is, is this something you guys would condone and find useful enough to test yourself and give feedback on? Or should I keep this little project of mine to myself?
Second, for the matter at hand: I noticed that many missions in the campaign are more difficult then they were used to back in the days.
There are multiple reasons for this:
1. Firing rate of all starships seems to have improved which means the do more damage per second, and that means key targets may be destroyed sooner than expected. This is especially painful during 'sitting duck missions', when you are supposed to be still in the turret when enemies pound at you wihout mercy.
2. Some missions have incorrect orders or order dependencies for units. This causes some missions to be compleatable only in very specific circumstances, or not at all. In the worst case your allies have orders to destroy targets you disabled for boarding (mission 1b5m7). =_=
3. Rate of fire means also that Proton torpetoes and other missiles are usually shot down before they reach their destinations. I could understand Cargo transport being able to shoot down 2-3 torpedos, but whole 3 volleys of 5 torpedoes coming from 3 starcraft, at once?
4. Some AI behaviour is downright bugged, especially on new PCs. For example in mission 1b1m6 after hypering to regiod 3, your allies, instead of following assigned orders, may immediately try to hyper out which leavers you to deal with second part of the mission yourself (70% for that bug to happen).
5. Due to all of the above some flight groups have become much more dangerous than before - TIE fighters while squishy can pull down shields on X-Wing in seconds. Not that I mind giving more power to those machines...
I am currently working on 'fixing' the camapign missions - removing artificial difficulty spikes due to bugs by e.g.
1). Lowering A.I. of battleships so they don't shoot down every torpedo targeted at them.
2). Changing orders of primary targets - so they don't 'derp' around the battlefield and do something stupid, like withdraw, but proceed to another order in the sequence and continue with the mission.
3). Increasing shields of Primary target vessels, so that they are no shot down immediately due to higher rate of fire.
4). Messing with triggers so e.g. when your enemies defect you can target and destroy them before they destroy first primary target you are supposed to protect.
5). Adding extra enemies with better AI if the mission gets too easy due to changes above.
6). And other similar changes...
The idea is to make missions FAIR again, without losing the challenge, The question is, is this something you guys would condone and find useful enough to test yourself and give feedback on? Or should I keep this little project of mine to myself?